










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 24 / 8% |
| Size | big |
| Lifes / Deaths | Killed by Emelulenor the large brown snake at level 24 on the 18th Regrowth 123rd year of Ascendancy at 19:47 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 74 (base 54) |
| Willpower | 65 (base 49) |
| Cunning | 12 (base 11) |
Resources
| Life | -1/489 |
| Mana | 92/604 |
| Healing Factor | 1.0000003099961 |
| Regeneration | 6.2500019374756 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 9 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Light | +28% |
| Lightning | +20% |
| Cold | +8% |
| Physical | +9% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 47 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 42%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 33%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 35%( 70%) |
| Mind | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 61% |
| Confusion Resistance | 61% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
| Silence Resistance | 23% |
| Pinning Resistance | 21% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 72% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 517 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1024% for 10 turns (74 total) and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +23% Confus Resist +21% Stun Resist +21% A pair of boots made of leather. |
| Light source | Dagasus1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+4 eff.) defense ------ Defense +11 (+6 eff.) Resistance +3% lightning +6% temporal +12% acid +6% blight Physical save +13 (+7 eff.) Spell save +13 (+4 eff.) Mind save +21 (+9 eff.) other ------- Light +4 See Stealth +6 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Lightpride (10 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +12% light defense ------ Armor +4 Defense +10 (+5 eff.) Fatigue +4% Resistance +3% lightning +11% fire +8% cold Physical save +9 (+5 eff.) Blind Resist +20% Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Shinecast [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex offense ------ Damage +9% light Ignore resists +15% light defense ------ Resistance +9% lightning Life +60.00 Life Regen +4.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ Spellpower +9 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
| On fingers | Velylewyn the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Armor +4 Life +20.00 Poison Resist +20% Disarm Resist +20% Pinning Resist +21% Stun Resist +10% Knockbk Resist +22% Rings make your fingers look great! |
| Around waist | Ulystir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+2 eff.) defense ------ Resistance +6% mind +3% temporal Spell save +15 (+5 eff.) Life +60.00 Confus Resist +20% other ------- Size +1 A belt that goes around your waist. |
| In main hand | ethereal yew magestaff of invocation (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +20 (+6 eff.) Spellpower/crit +6 Damage +20% lightning Ignore Shields +12% defense ------ Defense +10 (+5 eff.) Shield Power +10% other ------- Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 31.42 to 37.71 lightning damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 72.78 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | sunsealed woollen robe of alchemy (4 def, 4 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Damage +5% acid +9% physical +7% light +8% cold +10% fire defense ------ Armor +4 Defense +4 (+2 eff.) Resistance +13% acid +11% physical +7% light +7% darkness +12% cold +11% fire +9% all Life +35.00 other ------- Light +1 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +11% darkness +10% temporal Spell save +6 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% other ------- Max mana +45.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -6% Life Regen +2.00 other ------- Mana/turn +0.22 Max mana +23.00 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 70; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 91; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 91 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 30%; mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Falabers the Thundervengeance0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil offense ------ Damage +12% lightning Ignore resists +25% lightning +20% darkness defense ------ Resistance +15% acid Amulets make your neck look great! |
Glenor the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +6 Con defense ------ Fatigue -5% Life Regen +2.00 other ------- Infravision +3 Masteries +0.15 Spell/Ice Amulets make your neck look great! |
grounding gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +13% lightning Stun Resist +21% Amulets make your neck look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 14 light On-Ranged-Hit 13 light Damage +11% light Rings make your fingers look great! |
gold ring 'Plaguespitter'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +9 Dex offense ------ Critical power +20.00% Ignore resists +10% nature +20% acid Accuracy +10 (+10 eff.) When Hit 4 nature defense ------ Resistance +2% physical Rings make your fingers look great! |
psionicist's copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
steel citrine ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +7 (+7 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
steel quartz ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +12% nature Ignore resists +20% darkness Accuracy +11 (+10 eff.) Ignore Armor +9 On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Defense +9 (+5 eff.) Resistance +24% nature +12% mind Mind save +6 (+3 eff.) Confus Resist +27% Stun Resist +30% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Blind Resist +23% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
slime-covered dwarven-steel battleaxe (28-43 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 7% chance to slow global speed by 50% Massive two-handed battleaxes. |
Chillpython the steel longsword (13-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 mind On Hit: * 18% chance to reduce all saves and defense by 23 While equipped: Stats +5 Str +6 Wil +4 Cun offense ------ Damage +6% cold defense ------ Resistance +18% cold Crit Resistance 10.00% Sharp, long, and deadly. |
caller's thorny mindstar of venom (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 6 acid Damage +14% acid +6% fire +5% cold +5% physical Ignore resists +11% acid +4% fire +2% cold +4% physical defense ------ Resistance +7% acid Life Regen +3.00 Heal-on-summon +24 other ------- Max Summons +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of gales (10-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 5 mind 7 darkness Damage +6% lightning +10% physical +2% darkness +7% cold +4% mind defense ------ Defense +6 (+3 eff.) Pinning Resist +21% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling 'Firehack'4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +4 fire On-Hit, radius 1 +12 fire While equipped: offense ------ Damage +18% fire +11% physical defense ------ Resistance +9% mind +6% darkness Blind Resist +10% other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Bleakquell the yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +10 Con offense ------ Spell Crit +10% Critical power +12.00% Spellpower +19 (+6 eff.) Damage +3% darkness +20% physical On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Resistance +3% blight Life Regen +1.80 Healmod +30% other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poromina the ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% darkness Ignore resists +5% acid defense ------ Resistance +6% nature +3% darkness Life +100.00 Disarm Resist +10% other ------- Infravision +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Skysteel' (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +15 (+5 eff.) Damage +18% lightning +9% fire Ignore resists +5% lightning +10% fire other ------- Mana/turn +0.57 Max mana +75.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) Damage +30% blight defense ------ Defense +5 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 155.15 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
void walker's yew magestaff of breaching (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning Ignore resists +10% lightning defense ------ Resistance +8% darkness +5% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +9% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Branikalthosus' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +3 Cun +2 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Defense +1 (+1 eff.) Resistance +12% lightning +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duruzilahir the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Str +3 Con offense ------ Damage +5% nature defense ------ Resistance +3% acid +9% darkness +7% all Crit Resistance 5.00% Poison Resist +22% Disease Resist +23% other ------- See Invisibility +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +12% nature defense ------ Resistance +9% all Poison Resist +27% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Duathelminister' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +6% arcane +9% blight Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 defense ------ Armor +3 Fatigue +2% Resistance +3% blight +5% arcane +6% darkness Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Anykhad the Stormknave (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% lightning +16% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +24% fire +5% arcane Spell save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Obsidianwrecker the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Wil +3 Cun +11 Lck offense ------ Physical Crit +3.0% Spell Crit +2% Mind Crit +4% Critical power +15.00% Mindpower +3 (+1 eff.) Ignore Armor +1 When Hit 4 darkness defense ------ Armor +4 Fatigue +4% Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
augmenting linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Damage +4% acid +3% lightning +4% cold +4% arcane +4% fire defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Flaregasher' (20 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% fire defense ------ Armor +1 Defense +20 (+10 eff.) Fatigue +1% Resistance +6% lightning +5% temporal Mind save +3 (+2 eff.) Unlife -20.00 life Life +60.00 A cap made of leather. |
rough leather cap 'Frigidstreak' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Wil +1 Cun +4 Con offense ------ Damage +6% cold Ignore resists +5% cold defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 36.9 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
Khelorehor the iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Crit +3.0% Physical Power +10 (+5 eff.) Accuracy +30 (+20 eff.) defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% fire other ------- Stamina/turn +3.00 A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +12 (+6 eff.) A suit of armour made of mail. |
Cleanseobeisance (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Damage +6% nature Ignore resists +20% lightning Ignore Armor +1 other ------- Stamina/turn +2.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Frozenvortex2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +5% cold defense ------ Defense +5 (+3 eff.) Resistance +9% blight +3% lightning Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Radhedegund the pouch of dwarven-steel shots (18/18, 39-47 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Random Unique] Nature/Master Weapon Damage 39.0 - 46.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +20 acid +8 nature +4 blight On-Hit, radius 1 +12 acid On Hit: * 20% chance to create vines that bind the target to the ground dealing 141 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Olikalthorab the Breezeire [power 77] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% fire On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +6% acid +12% cold +12% nature +6% darkness Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 38% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ulfehell the elven-wood totem of summon tentacle [power 285] (25 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: Stats +3 Con offense ------ Physical Crit +3.0% Physical Power +10 (+5 eff.) Damage +6% arcane Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 768 Base Damage: 324 Armor: 23 All Resist: 24 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 20% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Idindiel the Shalore Archmage level 9
3rd Summertide 122nd year of Ascendancy at 04:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Idindiel the Shalore Archmage level 10
10th Flare 122nd year of Ascendancy at 16:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Idindiel the Shalore Archmage level 20
68th Haze 122nd year of Ascendancy at 19:24 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Idindiel the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Idindiel the Shalore Archmage level 8
2nd Mirth 122nd year of Ascendancy at 16:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Idindiel the Shalore Archmage level 19
66th Haze 122nd year of Ascendancy at 04:37 see stats
Log
Idindiel casts Illuminate.
Idindiel hits Emelulenor the Large Brown Snake's mucus ooze for 187 light damage.
Emelulenor the large brown snake uses Oozewalk.
Idindiel killed Emelulenor the Large Brown Snake's mucus ooze!
Idindiel reflects damage back to Emelulenor the large brown snake!
Emelulenor the large brown snake shares damage with his oozes!
Idindiel hits Emelulenor the large brown snake for 63 reflected, 79 reflected (142 total damage).
Emelulenor the large brown snake hits Idindiel for (63 absorbed), 0 mind, (79 absorbed), 0 nature (0 total damage).
The shield around Idindiel crumbles.
Idindiel reflects damage back to Emelulenor the large brown snake!
Emelulenor the large brown snake shares damage with his oozes!
Idindiel hits Emelulenor the large brown snake for 138 reflected damage.
Thunderstorm hits Bloated ooze for 22 lightning damage.
Thunderstorm hits Bloated ooze for 23 lightning damage.
Poison from Emelulenor the large brown snake hits Idindiel for (138 absorbed), 0 nature (0 total damage).
Emelulenor the large brown snake shares damage with his oozes!
Phantasmal Shield hits Bloated ooze for 84 light damage.
Phantasmal Shield hits Emelulenor the large brown snake for 37 light damage.
Emelulenor the large brown snake's Slime Spit hits Idindiel for 238 nature damage.
Phantasmal Shield killed Bloated ooze!
Emelulenor the large brown snake performs a melee critical strike against Idindiel!
Emelulenor the large brown snake hits Idindiel for 81 mind, 69 nature (150 total damage).
Idindiel casts Teleport.
Idindiel is out of phase.
Talent Manathrust is ready to use.
Talent Temporal Shield is ready to use.
Poison from Emelulenor the large brown snake hits Idindiel for 108 nature damage.
Idindiel the level 24 shalore archmage was splurged to death by Emelulenor the large brown snake on level 2 of Old Forest.
The furious lightning storm around Idindiel calms down and disappears.



































































































